Yeah saw that anime . Was really great and like many others it was inspiring :] . I've toned down the lights on towers and turned down backlighting on big fans and changed a little bit postprocess effects (less bloom ,dof etc). Tomorrow i'll put some screens .
Holy crap. How long has all of this taken you, hydzior? And what is your workflow like? I can't possibly believe you're hand-authoring hi poly source for all of these objects and baking, that's beyond human. Are you generating normals for some / all of this from grayscale heightmaps?
YES! You're back! Life has meaning again :D Amazing update man, awesome to see you use many of the newer UDK features :) Honestly this is just looking too incredible man, I'd pay to download this :P Like an interactive piece of UDK art :D Keep it up!
very nice hydzior. i'd like to know is it pretty much 100% is there any bsp at all?...how many assets do u just apply materials to or is everything individuall unwrapped and textured... thanks man its just fantastic. sort of almost reminds me of ff7 midgar with less neon lights
I dont have dx11 hardware :P. This scene is and will use only dx9 features builded in UDK and some using custom shader node (like anamorphic flares :P or blinn lighting model). My sceond scene (thats already designed and the first model is actualy being made :P) will use some dx11 tech .
looks awesome, the complexity is quite impressive :) Personally, i just don't like glowing colored neons - it kinda breaks the complexity of the architecutre and distracts from the rest of environment. Other than that - love it. Maybe later u could post actual static meshes that u used as building blocks? Would help…
Just out curiosity, how long did this take you?! I see stuff like this, and it makes my head spin, lol. I look at this project and wonder how one person can fit so many things into a scene and not devote their life to it. I honestly think this would take me years to do. Amazing stuff, no doubt.
Ouch! Why the performance hit, too many unique meshes? Actually, how well does UDK cope with such modularity? Not only your environment, but I see modular UDK environments everywhere that have tons of different pieces. I recon this must save a lot of memory but at a certain point it should start to increase fill rates like…
Hmm.. neat. It feels like it was made in Unreal tech. And if that tells you anything then great, because I don't know if I can articulate it properly. It feels a little bloomy, there's coloured lights everywhere, and its overall noisy. The colour palette of the structures aren't very inspired but the architecture as a…
The level design is decent, there's too much stuff going on. The rest is FUCKING AWESOME! It is like a mix of Gears of War and Bioshock, I love the style :D Everything is beautifully modeled and the textures are super, the only thing that beats it is the lighting. The light rays and the bloom is just amazing. The work of a…